Vladimir gains ability power equal to 2.5% of his bonus health and bonus health equal to 140% of his ability power. These bonuses do not stack with themselves.
While stated that the bonuses do not stack with themselves, that is not entirely true. When the bonus AP granted by Crimson Pact interacts with ability power modifiers, such as Rabadon's Deathcap or Archmage, the bonus AP gained from those modifiers triggers more health from Crimson Pact. This creates a cyclic loop. The same is also true for maximum health modifiers, such as Juggernaut.
Spell shields will block the damage but will not prevent the healing
The spell has a 0.25 second cast time.
The healing effect of Transfusion does not occur until the projectile returns to Vladimir.
If Vladimir has any Spell vamp he will be healed instantly, not waiting for the particle to return. He will be then healed by the particle as it arrives.
If Vladimir uses Sanguine Pool or Stasis item immediately after Transfusion or the target is behind Wind Wall, the healing projectile will fizzle and Vladimir will not be healed.
Cooldown: 26 / 23 / 20 / 17 / 14
Cost: 20% current health
Active: Vladimir sinks into a pool of blood, gaining 37.5% bonus movement speed that decays exponentially for 1 second and becoming untargetable for 2 seconds. Enemies who stand upon the pool are slowed by 40%, and are dealt magic damage every half second while Vladimir heals himself for 12.5% of the damage done.
Pool Radius: 150
Magic Damage Per Half-Second: 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of bonus health)
Maximum Magic Damage: 80 / 135 / 190 / 245 / 300 (+15% of bonus health)
Sanguine Pool is a self-targeted point blank area of effect ability that turns Vladimir into a pool of blood for 2 seconds, making him untargetable for the duration. While Sanguine Pool is active, enemy units nearby Vladimir take magic damage every half second and are slowed, with Vladimir healing for a percentage of the damage dealt. The damage begins immediately, so the final tick of damage occurs 0.5 seconds before he comes out of pool. The slow ends immediately once the enemy unit steps off the pool.
When in Sanguine Pool, Vladimir is still stunned when passing through Veigar'sEvent Horizon. If he does this, he will remain in his pool for its duration and remain stunned when coming out of the pool form, if the stun has not expired.
Tides of Blood
Cost: 30 / 40 / 50 / 60 / 70 Health
Active: Vladimir unleashes a torrent of blood, damaging all enemies within range.
Each cast of Tides of Blood gives him an Empowered stack that lasts 10 seconds and stacks up to 4 times. Each Empowered stack increases Vladimir's healing and regeneration by a percentage, and also increases both the base damage and cost of his next Tides of Blood by 25% per stack.
The Empowered buff stacks with Spirit Visage's passive ability multiplicatively.
The Empowered buff does not affect bonus ability power damage on Tides of Blood in any way.
Tides of Blood can hit out of range enemies due to the length of the animation. When Vladimir is moving away from the enemy and presses E at the edge, Tides of Blood will hit the enemy about 50 extra units away.
Cooldown: 150 / 135 / 120
Active: Vladimir infects all enemies in the target 175-radius area with a virulent plague which increases the damage they take from all sources by 12% for 5 seconds. After these 5 seconds, infected enemies take magic damage.
Magic Damage: 150 / 250 / 350 (+ 70% AP)
Hemoplague is a ground targeted area of effect ability that debuffs enemy units in the target location for 5 seconds. Debuffed units have all incoming damage amplified, and upon debuff expiration they take magic damage.
Hemoplague's amplification applies to its own damage, meaning that the effective damage and scaling are 168 / 280 / 392 (+ 78.4% AP).
Hemoplague has no cast time and affects the target area instantly. However, there is a 0.5 second animation time that prevents Vladimir from using Transfusion and Tides of Blood. Sanguine Pool, summoner spells, and items can be used during this suppression time.
Hemoplague will amplify almost all sources and types of damage, including damage from neutral monsters. Only true damage is exempt from amplification.
Hemoplague's bonus and damage dealt stacks multiplicatively with Deathfire Grasp on magic damage, resulting in 34.4% increased damage. Other percent damage modifiers also stack multiplicately, such as Havoc.
Casting Hemoplague on a recalling enemy will not cancel the recall, because the damage is delayed.